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//======================================================================================================================
//
// This file is part of waLBerla. waLBerla is free software: you can
// redistribute it and/or modify it under the terms of the GNU General Public
// License as published by the Free Software Foundation, either version 3 of
// the License, or (at your option) any later version.
//
// waLBerla is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
// for more details.
//
// You should have received a copy of the GNU General Public License along
// with waLBerla (see COPYING.txt). If not, see <http://www.gnu.org/licenses/>.
//
//! \file
//! \author Igor Ostanin <i.ostanin@skoltech.ru>
//! \author Grigorii Drozdov <drozd013@umn.edu>
//! \author Sebastian Eibl <sebastian.eibl@fau.de>
//
//======================================================================================================================
#include <mesa_pd/data/ParticleAccessor.h>
#include <mesa_pd/data/ParticleStorage.h>
#include <core/Environment.h>
#include <core/logging/Logging.h>
#include <iostream>
namespace walberla {
namespace mesa_pd {
int main( int argc, char ** argv )
{
Environment env(argc, argv);
WALBERLA_UNUSED(env);
mpi::MPIManager::instance()->useWorldComm();
if (std::is_same<real_t, float>::value)
{
WALBERLA_LOG_WARNING("waLBerla build in sp mode: skipping test due to low precision");
return EXIT_SUCCESS;
}
using Interaction = kernel::cnt::VBondContact;
//init data structures
auto ps = std::make_shared<data::ParticleStorage>(100);
data::Particle&& p1 = *ps->create();
p1.getPositionRef() = Vec3(0,0,0);
p1.getForceRef() = Vec3(0,0,0);
p1.getTypeRef() = 0;
data::Particle&& p2 = *ps->create();
p2.getPositionRef() = Vec3(Interaction::a,0,0);
p2.getForceRef() = Vec3(0,0,0);
p2.getTypeRef() = 0;
data::ParticleAccessor accessor(ps);
//init kernels
Interaction vbond;
auto calcForce = [&](const Vec3 pos1, const Vec3 pos2) {
p1.setPosition(pos1);
p2.setPosition(pos2);
clear(p1.getForceRef());
clear(p2.getForceRef());
vbond(0, 1, accessor);
WALBERLA_CHECK_FLOAT_EQUAL(p1.getForce(), -p2.getForce());
return p1.getForce();
};
const Vec3 randomNormal = Vec3(1_r, 2_r, 3_r).getNormalized();
WALBERLA_LOG_INFO("checking repulsion - equilibrium - attraction");
WALBERLA_CHECK_LESS (dot(randomNormal, calcForce(Vec3(0), randomNormal * (Interaction::a - 1_r))),
0_r);
WALBERLA_CHECK_FLOAT_EQUAL(dot(randomNormal, calcForce(Vec3(0), randomNormal * Interaction::a)),
0_r);
WALBERLA_CHECK_GREATER (dot(randomNormal, calcForce(Vec3(0), randomNormal * (Interaction::a + 1_r))),
0_r);